How to use Living Mana – Aggro Druid in Hearthstone: Legends | 92 Gaming

What’s going on everyone? Welcome to the Hearthstone Legends deck spotlight! I’m Chris, and today we’re going to show you how to fight the Emerald Nightmare with Sirius_A’s Token Druid. This is a higher end aggro deck that relies on building the board early on with high value minions and group buffs. Easily the most important card in this deck is Living Mana, a unique and powerful card added in the recent Un’Goro expansion which summons a 2/2 Treant for each mana crystal you have. Sirius_A considers having two copies of this card mandatory for the deck. However, this card has certain rules and risks that are not immediately apparent, and incorrectly playing this card can cost you the game, so we highly recommend that you stick around for this part.

For example, someone might try to use Innervate or the Coin to play Living Mana earlier, only to find that they got far fewer treants on the board than expected. This is because extra mana from those cards does not count. The amount of mana you start your turn with is what determines the number of treants you get. If you started that turn with one mana, you get one treant, two for two treants, and so on, up to 7. Remember, while these treants are alive your mana pool is much smaller. It will continue to grow each turn, but it will limit your options until you regain your mana. If a treant dies during your turn you will get a crystal back, but it will be empty until your next turn. If a treant is silenced, it will not give you back a crystal, but you will still gain a crystal each turn as usual up to the maximum of 10. Two-damage board clears like Holy Nova, Consecration, Blizzard, and Explosive Trap are the main threat when using this card, but these can be countered by pairing it with mass buffs.

However, there are three cards in the game right now that can really turn this card against you. They are rarely used in ranked play, but it’s important to watch out for them in the unlikely case they are used. These are Vanish, Devolve, and Mass Dispell. Vanish will probably burn some of your cards and force you to pay two mana to put each treant back on the board – mana you will need to regenerate because none of their deathrattles will be triggered.

Devolve and Mass Dispell achieve a similar effect and will seriously mess up your game. As I said, very few ranked decks use these cards, but it’s important to remember that this card has serious risks associated with it that balance out its high value. For best results, use when you have more than 7 mana crystals and a mass buff ready to go. Swipe, Keeper of the Grove and Leeroy Jenkins are great for playing in situations where lethal damage is just beyond your reach. Each of these cards can also be used to control the board in tough situations. Pantry Spider has excellent synergy with our buffs, especially Mark of Y’Shaarj. Golakka Crawler is very handy against pirate decks, but you can also use it on your own Patches or Bloodsail Corsair for that valuable boost. On the opening card draw, your choices on what to keep in your hand are very important for this deck. Speed is essential with this deck, so try to get as many 1 mana cards as possible. If you draw two copies of Innervate, only keep one.

If going against a warrior or rogue, keep Golakka crawler for on-hand pirate removal. if you drew innervate or the coin, keep pantry spider. Only keep power of the wild if your hand supports it. With this deck it is sometimes possible to do crazy stuff on turn one, so remember that fortune favors the bold. For example, if you start the game going second, you might get a hand like Innervate, Bloodsail Corsair, Mark of the Lotus, Fire Fly, and the Coin. In this case it can be very advantageous to go all in by playing Fire Fly, Coin, Flame Elemental, Innervate, then Bloodsail Corsair which triggers Patches, and finally Mark of the Lotus.

This means on turn one you set up a board with a combined value of 8 attack and 11 health! Just remember, Patches will not automatically summon if he is in your hand. He must be in the deck! With this deck it is sometimes better to settle for a little less if it means keeping something on your end of the board. For example, with Power of the Wild, it can be better to choose the 3/2 Panther instead of the buff when you have one or no minions on the board. In the early game it can be a good decision to play Bloodsail Corsair, triggering Patches, and then playing Mark of the Lotus. Though it isn’t an ideal play, you still get a total value of four attack and five health while spending only two mana! Though this is an aggro deck, you should always be mindful of the enemy board.

Don’t be afraid to make trades, and remember that Savage Roar isn’t just for going face – use it if you need to thin out your opponent’s board or eliminate dangerous minions like Frothing Berserker, Sorcerer’s Apprentice, or Scavenging Hyena. Now let’s look at some potential matchups. Since this is an aggressive deck, the key to victory is always to hit fast and hard, but a few classes present unique challenges to this deck. Against Hunter, early game board control is essential to prevent them from dominating with beast synergy and buffs. Especially be on the lookout for Scavenging Hyena. Against Priest, try to use buffs to make your minions have exactly 4 attack when possible. This will prevent them from using Shadow Word Pain or Shadow Word death. Since a lot of your minions start out small, be prepared to deal with Potion of Madness and Holy Nova. Dragonfire Potion is a real threat to this deck, so either end the fight before they can play it or keep some cards in reserve to mitigate board clears. Mass Dispell can really trip you up, but very few priests carry that card right now.

Against Warrior, Golakka Crawler will help you deal with Pirate decks, but Taunt decks are a tough fight. Your best bet with either is to be mindful of the board and move as quickly as possible. Be ready to deal with Ravaging Ghoul and Brawl. Against Mage, you will generally be able to keep their side of the board clear thanks to your hordes of minions. However, they have access to tons of different spells they will use to thin out your minions, so keep that in mind and try to end the fight quickly.

As always, watch out for ice block. Against Rogues, this deck does quite well thanks to its aggressive nature, as well as your Golakka Crawlers. Build your board early and try to keep them off balance. Right now, Paladins are having way too much fun with their Murloc decks. They will be able to fill their board quickly, so speed is especially important here. Make sure to use your hero power to help keep the board clear, and eliminate cards like Murloc Warleader on sight. Thanks to Elemental synergy, Shamans continue to be a tough class. However, their most powerful cards are still relatively late in the game compared to our deck.

Make sure to take out any Spell Damage minions on their board quickly and watch out for board clears. That’s all you need to know about playing Sirius_A’s Token Druid! Here are some card substitutions we recommend if you don’t have the whole deck, or want to modify it. Reckless Rocketeer, Evolving Spores, Soul of the Forest, Igneous Elemental, Spawn of N’zoth, Feral Rage, Direwolf Alpha, and Knife Juggler. Check out the description for a deck list and a link to Sirius_A’s page, and check out other videos on our channel! Please like and subscribe, and tell us in the comments what decks you want us to do in the future.